Sonic RDX Update

Discussion in 'Engineering & Reverse Engineering' started by Dude, Nov 19, 2008.

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  1. Gabbit

    Gabbit

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    SA2 mod.....
    Wow, haven't seen any updates in a lil while.....I hope this isn't becoming one of those things where you put it aside in the hopes that a new discovery will come to your aid in the near future.......although usually it doesn't or if it does, you just don't bother with it anymore, until 3 years later you look at it and decide to pick it up again (blowing people's minds of course), but by then you decide to start from scratch, just for the fun and skills you pick back up on.....

    All in all...I hope this hasn't hit a dead end :P
     
  2. Chris Highwind

    Chris Highwind

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    Something else about SADX Windowed mode: I dunno if it's because I keep switching between windows or what, but eventually the camera starts rotating around Sonic as though one of the buttons used to rotate the camera is being held down. I have to hold the other button down for it to stop, and once I let go of that button, it goes back to rotating. Glitch? FIXABLE Glitch?

    On topic: Once a playable version comes out of the oldbie/techie lounge, I'll be sure to check it out :colbert:
     
  3. Dude

    Dude

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    Neat little update, I isolated emerald coast segment 0's loading cue. It has roughly 480 objects in it. I'll have detailed notes on this, hedgehog hammer, and the uv coordinates as soon as I have a usb drive for getting the notes off my computer and onto this one. I also started finding things from the sadx preview debug mode in the pc version (sky setting, clip setting, fog and stuff).

    jeztac takes a whack at son_eff.pvm
     
  4. Jeztac

    Jeztac

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    Sonic R-DX
    Some pictures of my newer Homing Attack texture:
    [​IMG]
    [​IMG]
    [​IMG]
     
  5. Dude

    Dude

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    Now for my next trick: Here's the latest version of my docs folder, which I add notes to every time I discover something in the game.
    http://x-hax.cultnet.net/Docs

    in it, you'll find various useful pieces, such as this one being my latest major discovery:

    Code (Text):
    1. Emerald Coast loader part 1 BEGIN : 11115704
    2. Emerald Coast loader part 1 END: 11098424
    3. Emerald Coast part 1 has 480 objects total
    4.  
    5. Emerald Coast loader part 2 BEGIN: 12820124
    6. Emerald Coast loader part 2 END: 12814040
    7.  
    8. Emerald Coast loader part 3 BEGIN: 12814004
    9. Emerald Coast loader part 3 END: 12806840
    10.  
    11.  
    12. 11115708 - some kind of texture reference (dword)
    13.  
    14. 11115712 - float (3000.0)
    15. 11115716 - pointer to load END (11098424)
    16. 11115720 - null (dword)
    17. 11115724 - null (dword)
    18. 11115728 - pointer  -> 12063404 -> 12062168 -> 4109132 (textures)
    19.  
    20. Also of note, the data appearing immediately after this appears to be a bunch of clean floats. Autoloop? Lighting? I'll research more.
    21.  
    22. Some of this data appears to be synonymous with data available in the sadx preview debugger, like skybox and viewport clipping parameters.
    23.  
    24. [cliplevel=0]
    25. 11115743 - X scale for the skybox in seg 0 (float); default is 1.45
    26. 11115748 - X scale for the skybox in seg 0 (float); default is 1.23
    27. 11115752 - X scale for the skybox in seg 0 (float); default is 1.11
    28.  
    29. [cliplevel=1]
    30. 11115756 - X scale for the skybox in seg 0 (float); default is 0.72500002
    31. 11115760 -Y scale for the skybox in seg 0 (float); default is 0.61500001
    32. 11115764 - Z scale for the skybox in seg 0 (float); default is 0.55500001
    33.  
    34. [cliplevel=2]
    35. 11115768 - X scale for the skybox in segment 0 (float); default is 0.43500003
    36. 11115772 - Y scale for skybox in seg 0 (float); default is 0.36900002
    37. 11115776 - Z scale for skybox in seg 0 (float); default is 0.333
    38.  
    39. Somewhere in this random mess of floats between 11115852 and 11116704 lies the view distance data, and the information that dictates how the skybox and water levels move in relation to eachother. Start zeroing out stuff for weird effects.
    40.  
    41. 11115780 - ??? (float);
    42. 11115784 - ??? (float);
    43. 11115788 - ??? (float;)
    44.  
    45. 11115936 - ??? (float)
    46. 11115940 - ??? (float)
    47.  
    48. [cliplevel=2]
    49. 11115944 - x view distance (negative float)
    50. 11115944 - (-1)
    51. 11115952 - y view distance (negative)
    52.  
    53.  
    54. Random float data stops at 11116128, then picks up again at 11116192. Then a pointer index occurs at 11116704
    55. Each pointer entry is 0c bytes long, and the entire index is 0x438, therefore there are 90 entries
    56. Pointer index END: 11116704
    57. Pointer index BEGIN: 11117784
    58. Upon closer inspection, this pointer index points to texture entries. There are also bits of the old debugger lying around here, mostly just object parameters and similar bits.
     
  6. Dude

    Dude

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  7. Tweaker

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    Slick! I don't think I've ever seen such an extensive level hack for SADX beforeā€”it's completely original! You must have put a ton of work in bringing your design to life.

    Awesome work, and I'm itching to see more! You've really delved yourself into frontiers that nobody has ever even scratched the surface of before. :v:
     
  8. Zeck

    Zeck

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    Genius. Genius. Genius. Genius. Genius. Genius. Genius. Genius. Genius. Genius. Genius. Genius. Genius. Genius. Genius. Genius. Genius. Genius. Genius. Genius. Genius. Genius. Genius. Genius. Genius. Genius. Genius. Genius.
     
  9. Harmony Friends

    Harmony Friends

    it's the whole gang Oldbie
    This is the best thing ever. I love you in the most non-gay way possible, Dude.

    One day hopefully I'll get to the point where I can do this shit.
     
  10. Dude

    Dude

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    [​IMG]

    Also, we have a message board up on the x-hax site. Go visit it and pester me to work harder.
     
  11. BlackHole

    BlackHole

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    This looks incredible, it's like Sonic Megamix got a younger brother on the Dreamcast. All you need to do is figure out the bosses and the story cutscenes, and you'll be able to create a new Sonic game for the Dreamcast.
     
  12. Phos

    Phos

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    This is for SA: DX (the PC version). From my understanding, the Dreamcast version is mostly untouched.

    I can't help but read "DX" as an emoticon.
     
  13. Dude

    Dude

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    Right, I haven't started on the dreamcast version. There will be one though, it'll be simply a downgraded copy of the pc version.
     
  14. Polygon Jim

    Polygon Jim

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    across town from Hinchy
    All the bitches.
    Yeah, DC port is planned. I'll try and manage most of that for dude, so he can continue the awesomeness on the PC game.


    Anyway, that's looking awesome.
     
  15. Yash

    Yash

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    Random thing, you should go back to the old life icon. The new one... eh.
     
  16. Dark Sonic

    Dark Sonic

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    Working on my art!
    Ya I'm kind of in that boat as well. I'd rather see a sort of Sonic Unleashed esq HUD if at all possible.
     
  17. Dude

    Dude

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  18. Tweaker

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    Holy fuck, dude. This is insane! Absolutely superb.
     
  19. Blue Blood

    Blue Blood

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    How much more do you want people to stroke your ego?
    (Also, springs look like clits)
     
  20. Ollie

    Ollie

    DIGGY DIGGY HOLE Member
    Dude... I love you<3
     
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